

G V 

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LIBRARY OF CONGRESS. 

GhapSli.. Copyright NoA2fl| 
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I UNITED STATES OF AMERICA. 



THE 



j ]3fatus @f 

AS ADOPTED By 

THE'wHIST eLGB 



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ALSO THE 



Etiquette of the Game 

WITH HINTS FOR PLAg. 



ii West 36TH Street, New York. 

1897. 



£^ 



&V 12.9 

/5 7 



COPYRIGHT 

1897 

THE WHIST CLUB 




INDEX. 



PAQE 

Preface 5 

Cards liable to be called 25 

Cards played in error, or not played to a trick ... 29 

Cutting 12 

Cutting out 13 

Deal, The 16 

Declaring trumps 19 

Dummy 22-40 

Entry and re-entry 14 

Etiquette of Bridge. 37 

Exposed cards 24 

General rules 34 

Hints 49 

Leads out of turn 27 

New cards, calling for 33 

New deal, A. 17 

Over 21 

Revoke, The 30 

Rubber, The 9 

Scoring 9, 41 

Shuffling 15 

Table, formation of 12 

Table of counts 47 



PREFACE. 



At a meeting of the Whist Club the 
managers were directed to form a code 
of laws applicable to Bridge. After full 
consideration the following laws were 
framed and submitted to the committee of 
the Club, by whom they were approved 
and adopted. 

The Whist Club, 

New York, April, 1897. 



The Laws of Bridge 



The Laws of Bridge 



THE RUBBER. 

1. The rubber is the best of three games. 
If the first two games be won by the 
same partners, the third is not played. 

THE TRUMP. 

2. The trump is declared. No card is 
turned. 

a The dealer may either declare the trump or 
pass the option to his partner. 

b If the option be passed to partner, he must 
declare the trump. 

SCORING. 

3. Each game consists of thirty points, 
scored by tricks. This amount is the mini- 
mum, but all points over this amount are 
counted. 

4. Each trick above six counts one trick 
point. 

5. The value of the trick points varies 
with the trump declared, and is as follows : 
in spades, 2 ; clubs, 4 ; diamonds, 6 ; hearts, 
8; "no tramp," 12, 



io Laws of Bridge. 

6. Honors are ace, king, queen, jack and 
ten of the trump suit; or the four aces 
when no trump is declared. 

7. Honors are credited to the original 
holders and are valued as follows: three 
honors held between the partners (called 
simple honors), count equally with two 
tricks in the suit declared; four honors 
equal to four tricks, and five honors equal 
to five tricks. Four honors in one hand 
equal eight tricks ; four in one hand with 
the fifth in partner's, equal nine tricks, and 
five honors in one hand equal ten tricks. 
In "no trump" three aces between the 
partners count thirty ; four aces count 
forty, and four aces in one hand one hun- 
dred (see ready reference table, page 47). 

8. Slam is thirteen tricks scored inde- 
pendently of the revoke penalty and adds 
forty points to the honor count. 

9. Little slam is twelve tricks similarly 
scored, and adds twenty points to the 
honor count. 

10. Chicane (one hand void of trumps), 
is equal in value to simple honors, i. e., if 
partner of player having chicane scores 



Laws of Bridge. ii 

honors he adds the value of three honors to 
his score, while, if the adversaries score 
honors, it deducts an equal value from 
theirs. 

11. The value of honors, slam, little slam 
or chicane, is in nowise affected by going 
over or repeating. 

12. At the conclusion of a rubber the 
total scores for tricks and honors (includ- 
ing chicane and slam), obtained by either 
side are added, and one hundred points 
are added to the score of the winners of the 
rubber. The difference between the com- 
pleted scores is the number of points won 
or lost by the winners of the rubber. 

13. The penalty for a revoke takes prece- 
dence of all other counts. 

14. If an erroneous score affecting hon- 
ors, chicane or slam be proven, such mis- 
take may be corrected at any time before 
the score of the rubber has been made up 
and agreed. 

15. If an erroneous score affecting tricks 
be proven, such mistake must be corrected 
prior to the conclusion of the game in 
which it has occurred, and such game is 



12 Laws of Bridge. 

not concluded until the following deal has 
been completed and the trump declared, 
unless it be that the game is the last one of 
the rubber, — then the score is subject to 
inquiry until an agreement between the 
sides (as to the value of the rubber) shall 
have been reached. 

CUTTING. 

16. The ace is the lowest card. 

17. In all cases every player must cut 
from the same pack. 

18. Should a player expose more than 
one card he must cut again. 

FORMING TABLES. 

19. The prior right of playing is with 
those first in the room. If there are more 
than four candidates for seats at a table the 
privilege of playing is decided by cutting. 
The four who cut the lowest cards play first. 

20. After the table is formed, the players 
cut to decide on partners ; the two lowest 
playing against the two highest. The low- 
est is the dealer, who has choice of cards 
and seats, and having once made his 
selection must abide by it. 



Laws of Bridge. 13 

21. When cutting for partners the player 
who draws the lowest card deals. Should 
the two players who cut lowest, secure 
cards of equal value they shall re-cut to 
determine which of the two shall deal, and 
the lower on the re-cut deals. 

22. Should three players cut cards of 
equal value, they cut again ; if the fourth 
card be the highest, the two lowest of the 
new cut are partners and the lower of the 
two the dealer ; if, however, the fourth card 
be the lowest, the two highest on there-cut 
are partners and the original lowest the 
dealer. 

23. Six players constitute a full table, 
and no player shall have a right to cut into 
a game which is complete. 

24. When there are more than six candi- 
dates, the right to succeed any player who 
may retire is acquired by announcing the 
desire to do so, and such announcement 
shall constitute a prior right to the first 
vacancy. 

CUTTING OUT. 

25. If at the end of a rubber admission 
be claimed by any one or two candidates, 



14 Laws of Bridge. 

lie who has or they who have played a 
greater number of consecutive rubbers than 
the others, is or are out; but when all 
have played the same number, they must 
cut to decide upon the outgoers ; the high- 
est are out. 

RIGHTS OF ENTRY. 

26. A candidate desiring to enter a table 
must declare such wish prior to any player 
at the table having cut a card, either for 
the purpose of commencing a fresh rubber 
or of cutting out. 

27. In the formation of new tables, 
those candidates who have neither be- 
longed to nor played at any other table 
have the prior right of entry. Those who 
have already played decide their right of 
admission by cutting. 

28. A player who cuts into one table, 
while belonging to another, shall forfeit 
his prior right of re-entry into the latter ; 
unless by doing so he enables three candi- 
dates to form a fresh table, in which event 
he may signify his intention of returning 



Laws of Bridge. 15 

to his original table, when his place at the 
new one can be filled. 

29. Should any player quit the table 
during the progress of a rubber, he may, 
with the consent of the other three play- 
ers, appoint a substitute during his ab- 
sence ; but such appointment shall become 
void with the conclusion of the rubber, 
and shall not affect the substitute's rights 
in any way. 

30. If anyone break up a table the re- 
maining players have a prior right to him 
of entry into any other, and he shall be 
considered as having just entered the 
room. 

SHUFFLING. 

31. The pack must neither be shuffled 
below the table nor so the face of any card 
be seen. 

32. The pack must not be shuffled dur- 
ing the play of the hand. 

33. A pack having been played with, 
must neither be shuffled by dealing it into 
packets nor across the table. 

34. The dealer's partner must collect the 



16 Laws of Bridge. 

cards for the ensuing deal and lie has the 
first right to shuffle the cards. Each 
player has the right to shuffle subse- 
quently. The dealer has the right to 
shuffle last, but should a card or cards be 
seen during his shuffling, or whilst giving 
the pack to be cut, he may be compelled to 
re-shuffle. 

35. Each player, after shuffling, must 
place the cards properly collected and face 
downward to the left of the player about 
to deal. 

THE DEAL. 

36. Each player deals in his turn; the 
right of dealing goes to the left. 

37. The player on the dealer's right cuts 
the pack, and in dividing it he must 
not leave fewer than four cards in either 
packet ; if in cutting or in replacing one of 
the two packets a card be exposed, or if 
there be any confusion of the cards or a 
doubt as to the exact place in which the 
pack was divided, there must be a fresh 
cut. 

38. When the player whose duty it is to 



Laws of Bridge. 17 

cut has once separated the pack he cannot 
alter his intention. He can neither re- 
shuffle nor re-cut the cards. 

39. If after the pack is cut the dealer 
should shuffle the cards, he must have 
them re-shuffled by his left-hand adversary 
and properly re-cut. 

40. There is No Misdeal. 

A NEW DEAL. 

41. There must be a new deal— 

a If the cards be not dealt into four packets, 
one at a time and in regular rotation, 
beginning at the dealer's left. 
b If, during a deal, or during the play of a 
hand, the pack be proven incorrect or 
imperfect. 
c If any card be faced in the pack. 
d If any player have dealt to him a greater 

number of cards than thirteen. 
e If the dealer count either the cards on the 
table or the cards remaining in the pack 
during the progress of the deal. 
f If the dealer deal two cards at once and then 

deal a third before correcting the error. 
g If the dealer omit to have the pack cut and 
the adversaries call attention to the fact 
prior to the conclusion of the deal and 
before looking at their cards. 



18 Laws of Bridge. 

h Should the last card not come in its regular 
order to the dealer. 

42. There may be a new deal — 

a If the dealer or his partner expose a card, 
either of the adversaries may claim a 
new deal. ■ 

b If either adversary expose a card or cards, 
the dealer may claim a new deal. 

€ If, before fifty-one cards are dealt, the dealer 
should look at any card, his adversaries 
have the right to see it and may exact a 
new deal. 

d If a player take into the hand dealt to him a 
card belonging to another pack, the ad- 
versaries on discovery of the error may 
decide whether they will have a new deal 
or not. 

e If the dealer turn the last card face upward, 
the adversaries may exact a new deal. 

f If in dealing one of the last cards be exposed, 
and the dealer completes the deal before 
there is reasonable time for the adversa- 
ries to decide as to a fresh deal, they do not 
thereby lose their privilege. 

43. The claim for a new deal may not be 
made by a player who has looked at any 
of his cards. If a new deal does not take 
place, the card exposed during the deal can- 
not be called. 

44. Should three players have their right 
number of cards, the fourth, not being 



Laws of Bridge. 19 

dummy, have less than thirteen and not 
discover such deficiency until he has played 
any of his cards, the deal stands good ; 
should he have played, he is answerable for 
any revoke he may have made as if the miss- 
ing card or cards had been in his hand. 
He may search the other pack for it or 
them. 

45. If, during the play of a hand, a pack 
be proven incorrect or imperfect, such proof 
only renders the current hand void, and 
does not affect any prior score. The dealer 
must deal again (Law 41 b). 

46. Any one dealing out of turn or with 
the adversaries' cards must be corrected be- 
fore the play of the first card, otherwise 
the deal stands good. 

47. A player can neither cut, shuffle nor 
deal for his partner without the permission 
of his opponents. 

DECLARING TRUMPS. 

48. The dealer has the first right of de- 
claring what shall be the trump or if the 
hand shall be played "no trump.' ' After 
examining his hand, should he desire to ex- 



20 Laws of Bridge. 

ercise his right, he may name a suit or say 
"no trump." 

49. If the dealer does not desire to exer- 
cise such option, he must say, "Make it, 
partner/ ' and the partner must declare the 
trump in the manner described in preceding 
paragraph. 

50. Should the dealer's partner make the 
trump without receiving permission from 
the dealer, either of the adversaries may 
demand, 

i st. That the trump shall stand, or 
2d. That there shall be a new deal, 

providing, however, that no declara- 
tion as to doubling shall have been 
made ; or should the dealer's partner say 
to the dealer, "You make it," it shall be 
the right of either of the dealer's adversa- 
ries to claim a new deal or to compel the 
offending player to declare the trump. 

51. The adversaries of the dealer must 
not consult as to which of the penalties 
under the foregoing law shall be exacted. 

52. If either of the dealer's adversaries 
make a declaration, the dealer may, after 
looking at his hand, either claim a new deal 



Laws of Bridge. 21 

or proceed as if no declaration had been 
made. 

53. No declaration legitimately made can 
be altered. 

GOING OVER. 

54. The effect of "over," "over," etc., is 
that the value of each trick point is doubled, 
quadrupled, etc. 

55. After the trump declaration has been 
made by the dealer or his partner, their 
adversaries have the right to go over (1. e., 
double). The dealer's left hand adversary 
has the first right. If he does not wish to 
double, he may say to his partner, "May I 
play? " His partner must answer, "Play," 
or "Over." If either of their adversaries 
elect to go over, the dealer and his partner 
have the right to go over them. The player 
who has declared the trump shall have the 
first right. He may say, " Over " or 
"Satisfied." Should he say the latter, his 
partner may go over. 

56. If the dealer or his partner elect to 
re-go over, their adversaries shall have the 
right to again double. The original doubler 
has the first right. 



22 Laws of Bridge. 

57. The process of re-doubling may be 
continued indefinitely. The first right to 
continue the re-doubling on behalf of a 
partnership, being in that player who has 
last gone over. Should he, however, ex- 
press himself satisfied, the right to continue 
the re-doubling passes to his partner. 

58. When the question, "May I play?" 
has been finally answered in the affirmative 
or when the dealer's left hand adversary, 
being the last person who has the right to 
continue the doubling, expresses himself 
satisfied, he shall lead a card. 

59. If the right hand adversary of the 
dealer shall say " Over," before his partner 
has asked "May I play? " the declarer of 
the trump shall have the right to say 
whether the over shall stand or not. If he 
decides that the over shall stand, the pro- 
cess of re-doubling can continue as de- 
scribed in paragraphs 55, 56, 57. 

60. A declaration once made cannot be 
altered. 

DUMMY. 

61. As soon as a card is led, the dealer's 
partner shall place his cards face upward 



Laws of Bridge. 23 

on the table, and the duty of playing the 
cards from that hand shall devolve upon 
the dealer, unassisted by his partner. 

62. After exposing his cards, the dealer's 
partner has no part whatever in the game, 
except that he has the right to ask the 
dealer if he has none of the suit to which 
he may have renounced. Until the trump 
is declared and the dealer's partner's hand 
is exposed on the table, he has the right to 
call attention to any irregularity of, or to 
demand equally with the dealer, any pen- 
alty from, the adversaries. 

63. If he should call attention to any 
other incident of the play of the hand in 
respect of which any penalty might be ex- 
acted, the fact of his doing so precludes the 
dealer exacting such a penalty. Should he 
intimate to the dealer by word or gesture 
that he is about to lead from the wrong 
hand, it establishes the offence, and either 
adversary, without consultation, may call 
a suit from the hand whose turn it is to 
play. 

64. If the dealer's partner, by touching a 
card or otherwise, suggest the play of a 



24 Laws of Bridge. 

card from dummy, either of the adversaries 
may, but without consultation, call on the 
dealer to play or not to play the card sug- 
gested. The dealer's partner should not 
look over his adversaries' hands, nor leave 
his seat for the purpose of watching his 
partner play. 

65. Dummy is not liable to the penalty 
for a revoke ; and if he should revoke and 
the error be not discovered until the trick is 
turned and quitted, the trick stands good. 

EXPOSING CARDS BEFORE PLAY. 

66. If, after the deal has been completed, 
and before the trump declaration has been 
made, either the dealer or his partner ex- 
pose a card from his hand, either of the ad- 
versaries may, without consultation with 
his partner, claim a new deal. 

67. If, after the deal has been completed, 
and before a card is led, any player shall 
expose a card, his partner shall forfeit any 
right to go over or re-double, which he 
otherwise would have been entitled to exer- 
cise ; and in case of a card being so exposed 
by the leader 's partner, the dealer may either 



Laws of Bridge. 25 

call the card, or require the leader not to 
lead the suit of the exposed card. 



EXPOSING CARDS DURING PLAY. 

68. It is evident that the dealer can gain 
nothing by exposing his cards, since his 
partner is dummy — therefore no card can 
be called from his hand, and should the 
dealer draw a card either from his own 
hand or dummy's, such card is not consid- 
ered as played until actually quitted. 

69. Should the dealer,, however, name a 
card to be played either from his own or 
dummy's hand, such card cannot be re- 
called except to save a revoke. 

70. All cards exposed by the dealer's ad- 
versaries are liable to be called, and such 
cards must be left face upward on the 
table. 

71. The following are exposed cards : 

1 st. Two or more cards played at once. 

2d. Any card dropped with its face upwards, 
or in any way exposed on or above the 
table, even though snatched up so quickly 
that no one can name it. 



26 Laws of Bridge. 

72. A card dropped on the floor or else- 
where below the table is not an exposed 
card. 

73. If two or more cards be played at 
once, by either of the dealer's adversaries, 
the dealer shall have the right to call which 
he pleases to the current trick, and the 
other card or cards shall remain face up- 
ward on the table and may be demanded 
at any time. 

74. If, without waiting for his partner to 
play, either of the dealer's adversaries 
should play on the table the best card or 
lead one which is a winning card, as 
against the dealer and dummy, or should 
continue (without waiting for his partner 
to play) to lead several such cards, the 
dealer may demand that the partner of the 
player in fault, win, if he can, the first, or 
any other of these tricks, and the other 
cards thus improperly played are exposed 
cards. 

75. If either or both of the dealer's 
adversaries throw his or their cards on the 
table face upward, such cards are ex- 
posed and are liable to be called; but if 



Laws of Bridge. 27 

either adversary retain his hand he cannot 
be forced to abandon it. If, however, the 
dealer should say, "I have the rest," or 
any other words indicating that the re- 
maining tricks are his, the adversaries of 
the dealer are not liable to have any of 
their cards called should they expose them, 
believing the dealer's claim to be true, if it 
should subsequently prove false. 

76. A card, detached from the hand of 
either of his adversaries so as to be named 
by the dealer, can be called by him. 

77. If a player who has rendered himself 
liable to have the highest or lowest of a 
suit called (Laws 96 and 104), fail to 
play as desired, or if, when called on to 
lead one suit, lead another having in his 
hand one or more cards of the suit de- 
manded (Laws 78 and 79), or if called 
upon to win a trick, fail to do so when he 
can (Laws 74, 85 and 104), he is liable 
to the penalty for revoke. 

LEADS OUT OF TURN, 

78. If either of the dealer's adversaries 
lead out of turn, the dealer may either call 



28 Laws of Bridge. 

the card erroneously led, or may call a suit 
from him or his partner when it is next the 
turn of either of them to lead. 

79. If the dealer lead out of turn either 
from his own hand or dummy, he is liable 
to have a suit called by either of his adver- 
saries. But should a suit be erroneously 
called from dummy or his partner, the 
dealer may call a suit from either adver- 
sary when it becomes his turn to play. 

80. If any player lead out of turn and 
the other three have followed him, the trick 
is complete and the error cannot be recti- 
fied ; but if only the second or second and 
third have played to the false lead their 
cards are taken back ; there is no penalty 
against any one excepting the orignal 
offender, who, if he be one of the dealer's 
adversaries may be penalized as provided in 
Law 78, or if he be the dealer as provided 
in Law 79. 

81. In no case can a player be compelled 
to play a card which would oblige him 
to revoke. 

82. The call of a card may be repeated 



Laws of Bridge. 29 

at every trick until the card can be legiti- 
mately played. 

83. If a player called on to lead a suit 
have none of it, the penalty is paid. 

CARDS PLAYED IN ERROR. 

84. If the third hand play before the 
second, the fourth may play before his 
partner. 

85. Should the fourth hand (not being 
dummy or dealer) play before the third or 
second has played to the trick, the latter 
may be called upon to win or not to win 
the trick. 

86. If any one, not being dummy, omit 
playing to a former trick and such error be 
not discovered until he has played to the 
next, the adversaries may claim a new 
deal; should they decide that the deal 
stands good the surplus card at the end of 
the hand is considered to have been played 
to the imperfect trick, but does not consti- 
tute a revoke therein. 

87. If any one (except dummy) play two 
cards to the same trick and the mistake be 



30 Laws of Bridge. 

not discovered until the hand is played out, 
he is answerable for any consequent re- 
vokes he may have made. If during the 
play of the hand, the error be detected, the 
tricks may be counted face downward, in 
order to ascertain whether there be among 
them a card too many ; should this be the 
case, the trick which contains a surplus 
card may be examined and the card re- 
stored to its original holder, who (not be- 
ing dummy) shall be liable for any revoke 
he may meanwhile have made. 

THE REVOKE. 

88. Should a player (other than dummy) 
holding one or more cards of the suit led, 
play a card of a different suit, he revokes. 

89. The penalty for a revoke is at the 
option of the adversaries, who may at the 
end of the hand 

i st. Take three tricks from the revoking player 

and add them to their own ; or, 
2d. Deduct the value of three tricks (in the hand 

where the revoke occurred) from the score 

of the adversaries ; or, 
3d. Add a similar three tricks value to theii 

own score. 



Laws of Bridge. 31 

90. The adversaries may consult as to 
which of the above penalties they shall 
exact. 

91. The penalty is applicable only to the 
score of the game in which it occurs. 

92. The penalty cannot be divided ; that 
is, a player cannot add the value of one 
trick or two tricks to his own score and 
deduct the value of two tricks or one from 
the revoking players. 

93. In whatever way the penalty be en- 
forced, under no circumstances can the re- 
voking side score game, slam or little 
slam, that hand. Whatever their previous 
score may have been the side revoking can- 
not attain a higher score towards game 
than twenty-eight (see Law 77). 

94. A revoke is established if the trick in 
which it occurs be turned and quitted, i.e., 
the hand removed from the trick after it 
has been gathered and placed face down- 
ward on the table ; or if either the revok- 
ing player or his partner, whether in his 
right turn or otherwise, has led or played 
to the following trick. 

95. A player may ask his partner if he 



32 Laws of Bridge. 

lias not a card of the suit which he has 
renounced; should the question be asked 
before the trick is turned and quitted, 
subsequent turning and quitting does not 
establish a revoke, and the error may be 
corrected unless the question be answered 
in the negative or unless the revoking 
player or his partner, has led or played to 
the following trick. 

96. If a player correct his mistake in 
time to save a revoke, any player or play- 
ers who have followed him may withdraw 
their cards and substitute others, and the 
cards so withdrawn are not exposed 
cards. If the player in fault be one of the 
dealer's adversaries, the card played in 
error is an exposed card and the dealer can 
call it whenever he pleases ; or he may re- 
quire the offender to play his highest or 
lowest card of the suit to the trick in 
which he has renounced ; but such penalty 
cannot be called from the dealer. 

97. At the end of a hand the claimants 
of a revoke may search all the tricks. If 
the cards have been mixed the claim may 
be urged and proved if possible; but no 



Laws of Bridge. 3$ 

proof is necessary, and the revoke is estab- 
lished if, after it has been claimed, the ac- 
cused player or his partner mix the cards 
before they have been sufficiently exam- 
ined by the adversaries. 

98. A revoke must be claimed before the 
cards have been cut for the following deal. 

99. Should the players on both sides 
subject themselves to the revoke penalty 
neither can win the game by that hand; 
each is punished at the discretion of his 
adversaries. 

100. The revoke penalty may be claimed 
for as many revokes as occur during a 
hand. 

NEW CARDS. 

101. Unless a pack be imperfect, no player 
shall have the right to call for one new- 
pack. If fresh cards are demanded two 
packs must be furnished, which must be 
paid for by the player who has demanded 
them. The adversaries shall have their 
choice of the new cards if they are furnished 
during a rubber ; the dealer, whether he or 
one of his adversaries be the party calling 



34 Laws of Bridge. 

for the new cards, shall have the choice, if 
it is the beginning of a new rubber. New 
cards must be called for, before the pack be 
cut for a new deal. 



GENERAL RULES. 

102. Partners may consult regarding the 
exactions of penalties under Laws 42a, 86 
and 89 ; but there must be no consultation 
regarding any other penalties. In these 
latter cases, if the offender is one of the 
dealer's adversaries, he shall exact the 
penalty, while if the dealer is at fault, one 
of his adversaries may say, " Partner, will 
you exact the penalty or shall I?"; but 
whether this is said or not, if either adver- 
sary name the penalty, his decision is final. 

103. Any one during the play of a trick 
or after the four cards are played and be- 
fore they are touched for the purpose of 
gathering them together, may demand that 
the cards be placed before their respective 
players. 

104. If either of the dealer's adversaries, 
prior to his partner's playing, should call 



Laws of Bridge. 



35 



attention to the trick, either by saying it is 
his, or without being requested so to do, 
by naming his card or drawing it toward 
him, the dealer may require that opponent's 
partner to play his highest or lowest card 
of the suit led, or to win or lose the trick. 

105. Should either of the dealer's adver- 
saries, during the play of a hand make any 
unauthorized reference to any incident of 
the play, the dealer may call a suit from 
the adversary whose turn it is next to 
lead. 

106. In all cases w r here a penalty has 
been incurred, the offender is bound to give 
reasonable time for the decision of his ad- 
versaries. 

107. A card or cards torn or marked 
must be replaced by agreement, or new 
cards furnished. 

108. Any player may demand to see the 
last trick turned and no more. Under no 
circumstances can more than eight cards 
be seen (excepting dummy hand) during 
the play of the hand, viz.: the four cards on 
the table which have not been turned and 
quitted, and the last trick turned. 



36 Laws of Bridge. 

109. If a trick be turned and quitted, the 
last preceding trick cannot be seen. 

BYSTANDERS. 

110. While a bystander, by agreement 
among the players, may decide any ques- 
tion, yet he must on no account say any- 
thing unless appealed to ; and if he make 
any remark which calls attention to an 
oversight affecting the score, or to the 
exaction of a penalty, he is liable to be 
called on by the players, to pay any stakes 
or bets on that game or rubber. 



Etiquette of Bridge 



There is perhaps no game in which slight 
intimations can convey so much informa- 
tion, as at Bridge. There is no way of 
punishing the infractors of the following 
rules, save by refusing to play with them. 
Perfectly honest but unthinking people may 
violate some of these rules unintentionally; 
and on the other hand thoroughly dishon- 
est and designing players may intention- 
ally violate them. A code is compiled for 
the purpose of succinctly stating laws and 
for the further purpose of meting out pro- 
portionate punishment to the offenders . To 
offend against one of the rules of etiquette 
is far more serious than to offend against 
any law in the code ; for, while in the latter 
case the offender is sure of punishment ; in 
the former the offended parties have no re- 
dress other than refusal to continue to play 
with the offender. 

Rule 1. Declarations should be made in 
a simple manner thus, "hearts," " no 
trump," or when passing the option — 
"Make it, partner." 



38 Etiquette of Bridge, 

2. There should be no undue hesitancy 
in passing the option to partner, as such 
hesitation might influence the make. 

3. As the score should always be left on 
the table, it is presumed that every player 
knows its state; therefore, after the cards 
are dealt, the dealer must not say to his 
partner anything concerning the state of 
the game, before passing the option of mak- 
ing. Nor should either of the dealer's ad- 
versaries say anything regarding the score. 

4. A player, who has the right to go over, 
should not indicate any well defined doubt 
or perplexity in regard to exercising such 
right, if he intend passing the option to his 
partner. 

5. No player should give any indication 
by word or gesture as to the nature of his 
hand, or as to his pleasure or'displeasure at 
a certain play. 

6. If a player demand that the card be 
placed, or that he may look at the last trick, 
he should do so for his own information and 
not in order to call his partner's attention 
to any card or play. 

7. No player, other than the dealer, should 



Etiquette of Bridge. 39 

lead until the preceding trick is turned and 
quitted, or, after having led a winning card, 
he should not draw another from his hand 
before his partner has played to the current 
trick. 

8. No player should play a card with such 
emphasis as to draw particular attention 
to it. 

9. No player should purposely incur a 
penalty, because he is willing to pay it, nor 
should he make a second revoke to conceal 
a first one. 

10. While there is nothing in the code to 
prevent going over ad infinitum, such a 
practice may be attended with undesirable 
results : such as carrying the cost of the 
game far beyond its original design. There- 
fore, it is suggested that 100 points be the 
limit for any one trick. 



Dummy Bridge 



Is played by three persons and is usually 
played in single games instead of rubbers. 
If played in single games, the winner of the 
game adds fifty points to his score; if in 
rubbers, one hundred, the same as Bridge. 

The player who draws the lowest card 
has Dummy, and Dummy always deals first. 

The dealer, whether he be the partner of 
Dummy, or one of the adversaries, always 
makes the trump from the hand for which 
he deals. 

The left hand adversary of the dealer is 
the only player allowed to go over. 

There is only one hand exposed, the orig- 
inal Dummy remaining a dummy hand 
during the entire game or rubber. When 
either of the Dummy's adversaries is dealer, 
his partner does not display his hand. 

In all other ^respects the game is played 
the same as Bridge. 



Scoring 



Scoring 



The rubber, as explained in the laws, con- 
sists of the best of three games, thirty 
points minimum, scored by tricks alone. 

Honors, sl^m, chicane— all contribute to 
the aggregate value of the game, but have 
absolutely nothing to do with winning or 
losing the rubber. The winner of the rub- 
ber gets one hundred points in addition to 
his score. On the following pages are the 
scores for two rubbers. 

It will be observed that tricks and honors 
are scored in separate columns. After the 
rubber is decided, the entire score, tricks and 
honors is added up, and the rubber count 
added to the winner's score. The lesser 
score is then deducted from the greater, the 
remainder being the value of the rubber. 

EXPLANATION OF SCORE. 

In the first hand A declares hearts and 
makes two tricks (2X8), 16, and four 
honors, 32. 

In the second hand spades trumps, C, D 
score one trick, 2, and four honors, 8. 



44 



Scoring. 



In the third hand "no trump" is declared 
and A, B make two tricks, 24; the four 
aces being in one hand, count one hundred. 

Second game, C, D make a little slam 
in diamonds (one of them holding four hon- 
ors and the other the fifth) and score 3 6 by 
tricks, 54 by honors, and 20 for a little 
slam. 



Score i. 



A, 


B. 


c, 


D. 


Points. 


Honors. 


Points. 


Honors. 


16 
24 


32 

100 


2 


8 






36 


54 

20 


8 
32 


8 
16 
16 


12 


30 


80 


172 
180 


50 


112 
50 


352 
162 


162 


190 



Scoring. 
Score 2. 



45 



A, 


B. 


c, 


D. 


Points. 


Honors. 


1 

Points. 


Honors. 


84 


, 40 
40 






4 




24 
16 


4 

8 

32 


12 
18 


12 


6 


4 


118 


92 
218 


46 


48 
46 


310 
94 


94 


216 



Third game A, B make four tricks 
and four honors in spades, 8 and 8. Sec- 
ond hand, C, D make two tricks and five 
honors in diamonds, 12 and 30. In the 
third hand A, B score four tricks in 
hearts, three honors and chicane, 32 ; 16 
and 16. A, B winning the first and third 
game, win the rubber. 

In the next rubber A, B make a slam 
at "no trump.' ' This is the largest pos- 



4^ Scoring. 

sible count without overs. Score, 84; 40 
for four aces and 40 for slam. 

Second Game C, D declare spades; A, 
B go over, and the original maker goes 
over again ; the value of each trick then is 
2x2x2 = 8. C, D make three tricks, 
counting 24, and four honors, 8 (observe 
the honor count is not doubled). Second 
hand, A, B score one trick in clubs, 4, and 
C, D have three honors, 8. In the third 
hand C, D make two tricks and four hon- 
ors in hearts, 16 and 32. In the concluding 
game of the rubber A, B, first hand, make 
one trick in no trump and the aces are di- 
vided. Second hand, C, D make three 
tricks and tljree honors in spades, 6 and 4 ; 
and A, B win the game in the next hand, 
scoring three tricks and three honors in 
diamonds, 18 and 12. 

The first rubber netted A, B 190 points ; 
A, B make 80 by tricks, 172 by honors 
and 100 for the rubber, against 50 by 
tricks and 112 by honors for C, D. 

The second rubber A, B make by tricks 
118, honors 92, rubber 100; against C, D's 
46 by tricks and 48 by honors ; net 216. 



Scoring. 47 

READY REFERENCE TABLE 



FOR 



Scoring Tricks and 


Honors. 




* 


* 


♦|? 


CO 


Each Trick point in 


2 


4 


6 


8 


12 


3 Honors 


4 


8 


12 


16 


30 






4 do 


8 


16 


24 


32 


40 






5 do 


10 


20 


30 


40 








4 do. in one hand 


16 


82 


48 


64 


100 


4 do. do and ) 
5 th Honor in partner's >• 
hand ) 


18 


36 


54 


72 




5 Honors in one hand 


20 


40 


60 


80 




Small Slam adds to Hon- ) 
or count j" 


20 


20 


20 


20 


20 


Slam adds to Honor count. 


40 


40 


40 


40 


40 


No Trumps in one hand ) 
reduces Honors of ad- > 
versary ) 


4 


8 


12 


16 




No Trumps in one hand J 
increases Honors of > 
partner \ 


4 


8 


12 


16 





A Brief Description of the Game 



WITH 



Hints for Play. 



Hints 



As those who have read the laws of 
Bridge carefully will have noticed, the 
game is played, after the lead of the first 
card, almost exactly as if it were Dummy 
Whist. 

The differences between the two games 
lie mainly in the declaration of trumps and 
the increasing of values by going over, the 
differing values of suits, methods of scor- 
ing, and rubber count. 

After the trump is made and the overs 
settled, the first player leads ; the dealer's 
partner then lays his hand face upward 
on the table, and as far as the subsequent 
play of the hand is concerned, the game fe 
virtually Dummy Whist. 

MAKING. 

The object of the dealer is to make 
at least thirty points (by tricks) if the 
score is love, or to make a sufficient num- 



52 Hints for Play. 

ber of points to aggregate thirty, if lie 
have already some points scored. Taking 
the score at love all, the dealer should ex- 
amine his hand, and if he sees a reason- 
ably sure chance of making the odd trick 
in "no trump/ ' hearts or diamonds, he 
should declare one of these, trumps ; but (if 
his score is at naught or is small) he 
should on no account declare spades or 
clubs, because thirteen tricks in the former 
will only give fourteen points, in the latter 
twenty -eight. 

What the partner of the dealer may hold 
is, of course, problematical, but the dealer 
is safe to speculate on some aid from Dum- 
my, and should remember that the advant- 
age of playing two hands, is his. 

NO TRUMP. 

In "no trump " there is no suit declared 
and the cards rank by their taking value. 
The dealer is advantageously situated for a 
"no trump" make, if he has protected 
honors, since he is fourth hand to the first 
trick. Therefore, if the dealer have an es- 
tablished suit, no matter what it is, and 



Hints for Play. 53 

guarded kings or blank aces, he should 
declare this make. Thus with this hand : 

H-K,4; 
D-Q, 6,2; 
C-A; 

S-A, K, Q, 10, 7, 6, 3, 

the dealer, if he make it spades would per- 
haps get several tricks, but they would 
count very little; while if he make it "no 
trump/ ' the only suit he has to fear is the 
diamond and even in this suit, the leader 
must have the ace and his partner the king 
or vice versa, and the Dummy have nothing 
in order to seriously harm him. The above 
hand should be declared "no trump/ ' 

If the dealer have three aces he should, in 
the absence of a good long red suit, declare 
"no trump ; " but if he have a long suit in 
hearts or diamonds, with four honors, he 
should declare one of them in preference, 
for he is likely to go out in any event and 
the four honors are very valuable. 

It is obligatory to declare "no trump' ' 
when holding four aces. 



54 Hints for Play. 

SUIT DECLARATIONS. 

The dealer, unless his score be twenty- 
two or over, should never consider a black 
suit ; if he have seven hearts or diamonds, 
with or without honors, six with an 
honor, five with three honors, or four all 
honors and some trick-taking cards in 
other suits, he should declare the better of 
these two suits. If the suits are equal in 
value he should elect hearts in preference 
to diamonds, as the former counts eight 
points for each trick and the latter six. 

DECLARATIONS BY DEALER'S 
PARTNER. 

The fact of the dealer passing the make 
to his partner should not indicate to the 
latter that the former's hand is entirely 
weak. On the contrary, the dealer may 
have an excellent hand of black cards, or 
he may have a good supporting hand in 
suits generally, but be too weak to declare 
"no trump' ' or either of the red suits. 
Therefore, with a good all-round hand, if 
the red suits be protected, the Dummy 



Hints for Play. 55 

should not hesitate about a u no trump" 
make, especially if the score should war- 
rant it; but if the make be passed, it is 
extremely hazardous to nominate "no 
trump' ' when weak in red. The passing 
of the make is an inferential declaration 
of weakness in red suits; therefore, the 
Dummy should be better protected in 
hearts or diamonds than the dealer, in 
order to make one of these suits the 
trump. 

MAKING FOR SAFETY. 

If Dummy is very weak otherwise, even 
though his hand contain five hearts or 
diamonds, with two honors (not ace- 
king), it is usually better to declare 
spades. This is a make for safety, and, 
though the maker is unlikely to make any 
score, yet, on the other hand, he prevents 
a large score by the adversaries. 

PLAYING TO THE SCORE. 

There is no game in which playing to the 
score is so all-important as in Bridge. The 
dealer and his partner should govern 



56 Hints for Play. 

their declarations entirely by this; for in- 
stance, at a score of twenty-four, with 
every reasonable probability for a trick in 
diamonds or two in clubs, it w^ould be 
folly for the dealer to pass the option to 
his partner in order to take chances for a 
larger game. Similarly, if the option is 
passed to the partner, his first idea should 
be to declare a trump which will insure 
the game, or, failing to find such combina- 
tion in his hand, should make so as to get 
off with smallest loss. 

TAKING CHANCES. 
The dealer's partner should take great 
chances when the score is 22 or over 
against 0, in favor of the adversaries. He 
should remember that the next hand is 
likely to put his opponents out, as they 
will have the deal ; so with fair strength in 
general, even though there is no very long 
suit he should declare "no trump/ ' Thus 

with 

H— K, 10, 4, 2; 
D— A, 5, 3 ; 
C-K,J,2; 
S-K, 10, 2, 



Hints for Play. 57 

a "no trump" make is advisable ; for while 
the hand is certainly not good for the odd 
trick unaided, it may be a valuable aid to 
the dealer, and at least, is sufficiently strong 
to stop any suit. 

PLAYING SAFETY. 

Reverse the score in the above paragraph 
and the dealer's partner should be very 
cautious about taking chances. It is un- 
likely that the adversaries will go out in 
the next hand, so he should not give them 
a chance to greatly augment their score at 
his expense. Thus with 

H— 10,4; 

D-K, 10, 9, 7, 2; 
C-Q,5, 3; 
S-J, 10, 2, 

it is better to declare spades for safety. 

GOING OVER. 

In the matter of doubling, location should 
largely influence the decision. Thus, if the 
dealer should declare hearts, the leader with 
five hearts to ace-queen or king-jack should 



5S Hints for Play. 

go over, providing the rest of his hand is of 
any account whatever ; but if the dummy- 
hand has made the trump, the leader should 
be cautious about doubling. The leader's 
partner is, of course, in the same advant- 
ageous position toward the dummy, as the 
leader is toward the dealer. 

In the following hand, the dealer has de- 
clared hearts,the leader holds ; 

H-A, Q, 9, 6, 2 ; 
D-K, 2; 
C-K, Q, 10, 2; 

S-7, 6. 

With such a hand the leader must go over, 
and in the event of the dealer's re-doubling, 
lie should go over again ; it is plain that it 
would require not only enormous strength 
in trumps, but such strong lay suits as to 
demand a (< no trump/ ■ make in order to 
prevent the holder of such a hand making 
the odd trick. However, reverse these 
hands and give the above hand to the 
leader's partner he should be somewhat 
chary of going over ; and if he does and the 
dealer re-doubles, he should say " satisfied. " 



Hints for Play. 59 

GOING OVER A SPADE MAKE. 

Remember that, while as a rule, spades are 
declared from weakness, yet it may happen 
that this is the strongest suit in the maker's 
hand. Thus if the score be close, requiring 
only a few points to put either side out, do 
not go over a spade make, unless fairly well 
protected, because the maker, if strong, will 
re-double, giving each trick a heart value. 
With only a few points to go, the leader or 
his partner should go over a spade make, if 
at all protected in spades and strong in 
suits, providing the dealer's score is small, 
and it be the first game of the rubber or it 
be the second and the adversaries have won 
the first. The reason for this is, that if the 
leader and his partner go out, one of them 
will have the first deal of the new game. 

THE PLAY. 

After the first trick is played, the rule of 
Dummy Whist — "Lead through strength 
and up to weakness/' should, in the absence 
of specific information be the guide for 
play. 



60 Hints for Play. 

LEADING "'NO TRUMP." 

In "no trump' ' the leader should gener- 
ally begin with his longest suit. Some- 
times, however, the leader, with a five-card 
suit to jack or ten in black, will prefer open- 
ing some supporting red card as ajack from 
jack, ten, small for the reason that it is im- 
probable that enormous strength in red 
suits shall be in the dealer's hand, other- 
wise he would have declared such suit 
trump. This lead is especially valuable, 
when the dealer's partner has made the 
declaration. If, however, the leader opens 
a low card, it is prima facie evidence that 
he is playing from his longest suit; and, 
unless his partner has an established suit of 
his own, he is expected to return the origi- 
nal lead at the first opportunity. In play- 
ing against a "no trump" make, the best 
players will often lead low from A, K or K, 
Q to six in suit and always with five, if the 
hand contain any re-entry card whatsoever. 

LEAD FROM A, K, J OR K, Q, J. 

With five cards or more, however, in a 
suit headed by ace, king, queen or king, 



Hints for Play. 6i 

queen, jack, it is better to lead king first — in 
the former case to hold the trick and see the 
lay of the land, and in the latter to clear 
the suit. 

LEADING AGAINST SUIT TRUMP. 

When a specific trump has been made by 
Dummy and the leader's partner has gone 
over, if the leader hold ace, king of any suit 
it is better to lead the king before leading 
trumps for two reasons : first, it shows the 
partner a re-entry card, and second, it keeps 
the leader from groping in the dark as re- 
gards the dummy hand. After this lead it 
is advisable to lead trumps, especially if the 
dummy hand contain tenaces in the trump 
suit. 

A CONVENTIONALITY. 

In closing the author gives for what it is 
worth, and with no comment on its sound- 
ness or value, a convention which obtains 
in all New York clubs, i.e., if the partner of 
the leader goes over a u no trump" make, 
the leader must play a heart. As a corollary 
to this, it is obvious, that the maker should 



62 Hints for Play. 

hesitate about declaring "no trump' ' if 
very weak in hearts. If the dealer is the 
declarer, the chances of strength in hearts 
are two to one against him, while the 
odds are even greater against the dealer's 
partner. 

The following hand held by Dummy is a 
"no trumper: " 

H-A,Q,2; 
D-K,J,10,8,4; 
C-A, 10, 2; 
S-4,3, 

but permute the spade and heart suits and 
the hand should be declared diamonds. 
The dealer might risk a " no trump " even 
after the permutation, but the dummy 
should not. 



